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Öğrenme Analitiklerine Dayalı Oyunlaştırılmış Gösterge Paneli Kullanımının Öğrencilerin Çevrimiçi Öğrenme Ortamındaki Bağlılıklarına Etkisi

Year 2020, Volume: 28 Issue: 4, 1892 - 1901, 20.07.2020
https://doi.org/10.24106/kefdergi.740489

Abstract

Bağlılık, öğretmenin fiziksel olarak bulunmadığı çevrimiçi öğrenme ortamlarında öğrencilerin derse devam etmesini ve başarılı olmalarını sağlayan önemli değişkenlerden bir tanesidir. Bağlılığın düşük olması yüksek bırakma oranlarını ve olası başarısızlıkları da beraberinde getirmektedir. Bu nedenle, çevrimiçi öğrenme ortamlarında öğrenci bağlılığını artıracak müdahalelerin tasarlanması önemlidir. Öğrencilerin çevrimiçi öğrenme ortamlarındaki bağlılıklarını artırmanın yollarından bir tanesi öğrenme analitiklerine dayalı gösterge panellerinin kullanılmasıdır. Ancak; yapılan çalışmalar öğrencilerin bu panelleri kullanım oranlarının sınırlı olduğunu ve dolayısıyla öğrenme analitiklerine dayalı gösterge panellerinin tek başına öğrencilerin çevrimiçi öğrenme ortamındaki bağlılıklarını artırmada yetersiz kaldığını göstermektedir. Buradan yola çıkarak planlanan bu çalışmada, öğrenme analitiklerine dayalı olarak tasarlanan gösterge paneline oyunlaştırma öğeleri eklenmiş ve bu şekilde öğrencilerin çevrimiçi öğrenme ortamındaki bağlılıklarına bir etkisinin olup olmadığı araştırılmıştır. Araştırmaya uzaktan eğitim yoluyla yürütülen Görsel Programlama dersine kayıtlı 31 öğrenci katılmıştır. Tek gruplu yarı deneysel olarak yapılandırılan çalışmada öğrencilerin oyunlaştırılmış gösterge paneli kullanmadan önceki ve sonraki ders etkileşimleri incelenmiştir. Araştırma sonuçları gösterge paneline oyunlaştırma öğeleri eklenmesinin öğrenci bağlılığını istatistiksel olarak anlamlı derecede artırdığını göstermiştir. Çalışmanın sonuçları çevrimiçi öğrenme ortamlarında bağlılık, gösterge panelleri ve oyunlaştırma bağlamında tartışılmıştır.

References

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  • Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. AAAI Workshop - Technical Report, WS-04-04(August), 1–5.
  • Kapp, K.M. (2012). The gamification oflearningand instruction: Game- based methods and strategies for training and education.San Francisco: Pfeiffer.
  • Kim, J., Jo, I. H., & Park, Y. (2016). Effects of learning analytics dashboard: analyzing the relations among dashboard utilization, satisfaction, and learning achievement. Asia Pacific Education Review, 17(1), 13-24.
  • Klock, A. C. T., Ogawa, A. N., Gasparini, I., & Pimenta, M. S. (2018, April). Does gamification matter? A systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing (pp. 2006-2012).
  • Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015, March). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM conference on Learning@ Scale (pp. 95-102).
  • Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37.
  • Muntean, C. I. (2011, Ekim). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL (Vol. 1, pp. 323-329).
  • Ott, C., Robins, A., Haden, P., & Shephard, K. (2015). Illustrating performance indicators and course characteristics to support students’ self-regulated learning in CS1. Computer Science Education, 25(2), 174-198.
  • Park, Y., & Jo, I. H. (2015). Development of the learning analytics dashboard to support students’ learning performance. Journal of Universal Computer Science, 21(1), 110.
  • Park, Y., & Jo, I. H. (2019). Factors that affect the success of learning analytics dashboards. In Educational Technology Research and Development (Vol. 67, Issue 6, pp. 1547–1571). https://doi.org/10.1007/s11423-019-09693-0
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  • Saul, C., & Wuttke, H. D. (2014, July). Turning Learners into Effective Better Learners: The Use of the askMe! System for Learning Analytics. In UMAP Workshops.
  • Schwendimann, B. A., Rodríguez-Triana, M. J., Vozniuk, A., Prieto, L. P., Boroujeni, M. S., Holzer, A., Gillet, D., & Dillenbourg, P. (2016). Understanding learning at a glance: An overview of learning dashboard studies. ACM International Conference Proceeding Series, 25-29-April-2016, 532–533. https://doi.org/10.1145/2883851.2883930
  • Simoes Instituto Superior Politécnico Gaya, J., Díaz Redondo, R. P., Fernández Vilas, A., Simões, J., & Díaz Redondo, R. (n.d.). A Social Gamification Framework for a K-6 Social Network Serious Games in Entrepreneurship Learning View project Interest-based systems for infrastructure-less dense-communication scenarios View project A Social Gamification Framework for a K-6 Social Network. https://doi.org/10.13140/RG.2.1.2515.1201
  • Sitra, O., Katsigiannakis, V., Karagiannidis, C., & Mavropoulou, S. (2017). The effect of badges on the engagement of students with special educational needs: A case study. Education and Information Technologies, 22(6), 3037-3046.
  • Upadhyaya, D., & Garg, A. (2019, September). Leveraging on Gamification and Learning Analytics for Improved Student Learning. In 2019 International Conference on Computing, Power and Communication Technologies (GUCON) (pp. 132-138). IEEE.
  • Uz Bilgin, C., & Gul, A. (n.d.). Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments. https://doi.org/10.1007/s11528-019-00442-x
  • Verbert, K., Duval, E., Klerkx, J., Govaerts, S., & Santos, J. L. (2013). Learning analytics dashboard applications. American Behavioral Scientist, 57(10), 1500-1509.
  • Zicherman, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media.
  • Zilvinskis, J., & Willis III, J. E. (2019). Learning Analytics in Higher Education: A Reflection. InSight: A Journal of Scholarly Teaching, 14, 43-54.
Year 2020, Volume: 28 Issue: 4, 1892 - 1901, 20.07.2020
https://doi.org/10.24106/kefdergi.740489

Abstract

References

  • Aljohani, N. R., Daud, A., Abbasi, R. A., Alowibdi, J. S., Basheri, M., & Aslam, M. A. (2019). An integrated framework for course adapted student learning analytics dashboard. Computers in Human Behavior, 92, 679–690. https://doi.org/10.1016/j.chb.2018.03.035
  • Aljraiwi, S. (2019). Effectiveness of Gamification of Web-Based Learning in Improving Academic Achievement and Creative Thinking Among Primary School Students. https://doi.org/10.18488/journal.61.2019.73.242.257
  • Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. (2016). Edugamifying Media Studies: Student Engagement, Enjoyment, and Interest in Two Multimedia and Social Media Undergraduate Classrooms. In Information Systems Education Journal (ISEDJ) (Issue 6).
  • Bodily, R., Ikahihifo, T. K., Mackley, B., & Graham, C. R. (2018). The design, development, and implementation of student-facing learning analytics dashboards. Journal of Computing in Higher Education, 30(3), 572-598.
  • Buckley, P., & Doyle, E. (2014). Interactive Learning Environments Gamification and student motivation. https://doi.org/10.1080/10494820.2014.964263
  • Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9.
  • Cassano, F., Piccinno, A., Roselli, T., & Rossano, V. (2018, June). Gamification and learning analytics to improve engagement in university courses. In International Conference in Methodologies and intelligent Systems for Techhnology Enhanced Learning (pp. 156-163). Springer, Cham.
  • De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.
  • Deterding, S., Sicart, M., Nacke, L., O Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non- gaming con- texts. In Proceedings. CHI EA ‘11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425–2428). New York: ACM.
  • Dodge, B., Whitmer, J., & Frazee, J. P. (2015, March). Improving undergraduate student achievement in large blended courses through data-driven interventions. In Proceedings of the Fifth International Conference on Learning Analytics And Knowledge (pp. 412-413).
  • Huang, B., Hwang, G. J., Hew, K. F., & Warning, P. (2019). Effects of gamification on students’ online interactive patterns and peer-feedback. Distance Education, 40(3), 350-379.
  • Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. AAAI Workshop - Technical Report, WS-04-04(August), 1–5.
  • Kapp, K.M. (2012). The gamification oflearningand instruction: Game- based methods and strategies for training and education.San Francisco: Pfeiffer.
  • Kim, J., Jo, I. H., & Park, Y. (2016). Effects of learning analytics dashboard: analyzing the relations among dashboard utilization, satisfaction, and learning achievement. Asia Pacific Education Review, 17(1), 13-24.
  • Klock, A. C. T., Ogawa, A. N., Gasparini, I., & Pimenta, M. S. (2018, April). Does gamification matter? A systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing (pp. 2006-2012).
  • Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015, March). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM conference on Learning@ Scale (pp. 95-102).
  • Kyewski, E., & Krämer, N. C. (2018). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers & Education, 118, 25-37.
  • Muntean, C. I. (2011, Ekim). Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL (Vol. 1, pp. 323-329).
  • Ott, C., Robins, A., Haden, P., & Shephard, K. (2015). Illustrating performance indicators and course characteristics to support students’ self-regulated learning in CS1. Computer Science Education, 25(2), 174-198.
  • Park, Y., & Jo, I. H. (2015). Development of the learning analytics dashboard to support students’ learning performance. Journal of Universal Computer Science, 21(1), 110.
  • Park, Y., & Jo, I. H. (2019). Factors that affect the success of learning analytics dashboards. In Educational Technology Research and Development (Vol. 67, Issue 6, pp. 1547–1571). https://doi.org/10.1007/s11423-019-09693-0
  • Santos, O. C., Boticario, J. G., & Pérez-Marín, D. (2014). Extending web-based educational systems with personalised support through User Centred Designed recommendations along the e-learning life cycle. Science of Computer Programming, 88, 92-109.
  • Saul, C., & Wuttke, H. D. (2014, July). Turning Learners into Effective Better Learners: The Use of the askMe! System for Learning Analytics. In UMAP Workshops.
  • Schwendimann, B. A., Rodríguez-Triana, M. J., Vozniuk, A., Prieto, L. P., Boroujeni, M. S., Holzer, A., Gillet, D., & Dillenbourg, P. (2016). Understanding learning at a glance: An overview of learning dashboard studies. ACM International Conference Proceeding Series, 25-29-April-2016, 532–533. https://doi.org/10.1145/2883851.2883930
  • Simoes Instituto Superior Politécnico Gaya, J., Díaz Redondo, R. P., Fernández Vilas, A., Simões, J., & Díaz Redondo, R. (n.d.). A Social Gamification Framework for a K-6 Social Network Serious Games in Entrepreneurship Learning View project Interest-based systems for infrastructure-less dense-communication scenarios View project A Social Gamification Framework for a K-6 Social Network. https://doi.org/10.13140/RG.2.1.2515.1201
  • Sitra, O., Katsigiannakis, V., Karagiannidis, C., & Mavropoulou, S. (2017). The effect of badges on the engagement of students with special educational needs: A case study. Education and Information Technologies, 22(6), 3037-3046.
  • Upadhyaya, D., & Garg, A. (2019, September). Leveraging on Gamification and Learning Analytics for Improved Student Learning. In 2019 International Conference on Computing, Power and Communication Technologies (GUCON) (pp. 132-138). IEEE.
  • Uz Bilgin, C., & Gul, A. (n.d.). Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments. https://doi.org/10.1007/s11528-019-00442-x
  • Verbert, K., Duval, E., Klerkx, J., Govaerts, S., & Santos, J. L. (2013). Learning analytics dashboard applications. American Behavioral Scientist, 57(10), 1500-1509.
  • Zicherman, G. & Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media.
  • Zilvinskis, J., & Willis III, J. E. (2019). Learning Analytics in Higher Education: A Reflection. InSight: A Journal of Scholarly Teaching, 14, 43-54.
There are 31 citations in total.

Details

Primary Language Turkish
Subjects Studies on Education
Journal Section Research Article
Authors

Gökhan Akçapınar 0000-0002-0742-1612

Çiğdem Uz Bilgin 0000-0001-6997-344X

Publication Date July 20, 2020
Acceptance Date July 9, 2020
Published in Issue Year 2020 Volume: 28 Issue: 4

Cite

APA Akçapınar, G., & Uz Bilgin, Ç. (2020). Öğrenme Analitiklerine Dayalı Oyunlaştırılmış Gösterge Paneli Kullanımının Öğrencilerin Çevrimiçi Öğrenme Ortamındaki Bağlılıklarına Etkisi. Kastamonu Education Journal, 28(4), 1892-1901. https://doi.org/10.24106/kefdergi.740489

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